veloren_voxygen_anim/bird_large/
summon.rs1use super::{
2 super::{Animation, vek::*},
3 BirdLargeSkeleton, SkeletonAttr,
4};
5use common::{states::utils::StageSection, util::Dir};
6
7pub struct SummonAnimation;
8
9type SummonAnimationDependency = (f32, Option<StageSection>, f32, Dir, bool);
10
11impl Animation for SummonAnimation {
12 type Dependency<'a> = SummonAnimationDependency;
13 type Skeleton = BirdLargeSkeleton;
14
15 #[cfg(feature = "use-dyn-lib")]
16 const UPDATE_FN: &'static [u8] = b"bird_large_summon\0";
17
18 #[cfg_attr(feature = "be-dyn-lib", export_name = "bird_large_summon")]
19 fn update_skeleton_inner(
20 skeleton: &Self::Skeleton,
21 (global_time, stage_section, timer, look_dir, on_ground): Self::Dependency<'_>,
22 anim_time: f32,
23 rate: &mut f32,
24 s_a: &SkeletonAttr,
25 ) -> Self::Skeleton {
26 *rate = 1.0;
27 let mut next = (*skeleton).clone();
28
29 let (movement1base, movement2base, movement3, twitch) = match stage_section {
30 Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0),
31 Some(StageSection::Action) => (1.0, anim_time.min(1.0).powf(0.1), 0.0, anim_time),
32 Some(StageSection::Recover) => (1.0, 1.0, anim_time.min(1.0).powi(2), 1.0),
33 _ => (0.0, 0.0, 0.0, 0.0),
34 };
35
36 let pullback = 1.0 - movement3;
37 let subtract = global_time - timer;
38 let check = subtract - subtract.trunc();
39 let mirror = (check - 0.5).signum();
40 let twitch2 = mirror * (twitch * 20.0).sin() * pullback;
41
42 let movement1abs = movement1base * pullback;
43 let movement2abs = movement2base * pullback;
44
45 let wave_slow_cos = (anim_time * 4.5).cos();
46
47 next.head.scale = Vec3::one() * 0.98;
48 next.neck.scale = Vec3::one() * 1.02;
49 next.leg_l.scale = Vec3::one() * 0.98;
50 next.leg_r.scale = Vec3::one() * 0.98;
51 next.foot_l.scale = Vec3::one() * 1.02;
52 next.foot_r.scale = Vec3::one() * 1.02;
53
54 next.chest.position = Vec3::new(
55 0.0,
56 s_a.chest.0,
57 s_a.chest.1 + wave_slow_cos * 0.06 + twitch2 * 0.1,
58 );
59
60 next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
61 next.head.orientation =
62 Quaternion::rotation_x(movement1abs * -1.0 - movement2abs * 0.1 + look_dir.z * 0.4);
63
64 next.beak.position = Vec3::new(0.0, s_a.beak.0, s_a.beak.1);
65 next.beak.orientation = Quaternion::rotation_x(movement1abs * -0.7 + twitch2 * 0.1);
66
67 if on_ground {
68 next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1);
69 next.neck.orientation = Quaternion::rotation_x(movement1abs * 0.5 - movement2abs * 0.5);
70
71 next.chest.orientation =
72 Quaternion::rotation_x(movement1abs * 1.1 - movement2abs * 0.1);
73
74 next.wing_in_l.position = Vec3::new(-s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
75 next.wing_in_r.position = Vec3::new(s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
76
77 next.wing_in_l.orientation =
78 Quaternion::rotation_x(movement1abs * 0.4 - movement2abs * 0.4)
79 * Quaternion::rotation_y(-1.0 + movement1abs * 1.6 - movement2abs * 1.8)
80 * Quaternion::rotation_z(0.2 - movement1abs * 1.8 + movement2abs * 0.4);
81 next.wing_in_r.orientation =
82 Quaternion::rotation_x(movement1abs * 0.4 - movement2abs * 0.4)
83 * Quaternion::rotation_y(1.0 - movement1abs * 1.6 + movement2abs * 1.8)
84 * Quaternion::rotation_z(-0.2 + movement1abs * 1.8 - movement2abs * 0.4);
85
86 next.wing_mid_l.position = Vec3::new(-s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
87 next.wing_mid_r.position = Vec3::new(s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
88 next.wing_mid_l.orientation =
89 Quaternion::rotation_y(-0.1 - movement2abs * 0.4) * Quaternion::rotation_z(0.7);
90 next.wing_mid_r.orientation =
91 Quaternion::rotation_y(0.1 + movement2abs * 0.4) * Quaternion::rotation_z(-0.7);
92
93 next.wing_out_l.position = Vec3::new(-s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
94 next.wing_out_r.position = Vec3::new(s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
95 next.wing_out_l.orientation =
96 Quaternion::rotation_y(-0.2 - movement2abs * 0.4) * Quaternion::rotation_z(0.2);
97 next.wing_out_r.orientation =
98 Quaternion::rotation_y(0.2 + movement2abs * 0.4) * Quaternion::rotation_z(-0.2);
99
100 next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
101 next.tail_front.orientation =
102 Quaternion::rotation_x(-movement1abs * 0.1 + movement2abs * 0.1 + twitch2 * 0.02);
103 next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1);
104 next.tail_rear.orientation =
105 Quaternion::rotation_x(-movement1abs * 0.1 + movement2abs * 0.1 + twitch2 * 0.02);
106 }
107
108 next
109 }
110}